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Diablo 4 players finally have something to be excited about-and for once, it's not vague marketing or lightly detailed patch notes. A brand-new developer interview (oddly released only through Korean channels) revealed some of the biggest mechanical and endgame shifts the game has discussed in months. While it feels strange that players have to dig through scattered regional interviews for core information, the content of this one is absolutely worth the hunt.
Here's the full breakdown of everything you need to know.
Sanctification: No More Bricking Good Items-But Rare Items Can Still Break?
One of the most confusing but important reveals centered around Sanctification, Season 11's endgame "V-Orb-style" mechanic (clearly inspired by Path of Exile's Vaal Orb system). Sanctification allows players to slam an item for a new powerful effect-or occasionally a worthless one like "Indestructible," which developers now confirm is being removed.
The key details from the interview:
High-end items (Ancestral and Mythic) can no longer be bricked
Rare items can still break
Sanctification results are better the higher the item quality
Sanctification will no longer remove affixes from top-tier items
On the surface, this is great news. Losing a perfect Mythic or a best-in-slot roll to sanctification would have been disastrous. But the design is also strange. Rare (yellow) items have almost no endgame value-so why allow them to brick, and why sanctify them at all?
If you sanctify a Rare, you can't imprint an aspect afterward. That makes it effectively useless.
The bigger design question is this:
Why not make Rare items offer stronger Sanctification outcomes so they have value?
Instead, high-end gear gets safer, and lower gear remains pointless.
Risk can be fun when designed well. But risk that applies only to junk-tier items? That's just noise. Still, preventing BIS gear from getting gutted is a win in the long run-even if the implementation feels half-finished.
Masterworking Is Getting a Real Update
Another major reveal: Masterworking is being expanded in Season 11 or 12 with a new bonus system attached to the upgraded affix. This is huge. In the PTR, masterworking felt like a wet noodle-click button → number goes up → nothing meaningful happens.
It felt more like reforging item quality in Path of Exile: technically useful, emotionally empty.
Developers confirmed:
A new bonus will apply to the "great affix" during masterworking
Something beyond just raising a number is coming
They didn't specify whether this is "masterworking crit" returning or something new entirely
Anything that adds dopamine to item upgrades is long overdue.
Season 11's PTR version was borderline pointless-even high-tier content creators openly called it "mid."
If Diablo 4 wants long-term item chase depth, this area needs serious juice. A strong masterwork system could help fix the endgame loop that currently relies too heavily on RNG drops and too little on smart crafting.
Blue Items Might Become Endgame Pieces-But Only in Season 12 or Later
In a surprising twist, developers hinted that blue items (magic items) may eventually get:
Upgradable affixes
Stronger, more focused stats
A potential role in endgame builds
This is a fascinating direction.
In ARPG history, blue items were often niche but extremely powerful under specific conditions. Diablo 2 had god-tier blue wands and claws. Path of Exile uses blue bases for powerful fossils and meta-mod setups.
But in Diablo 4? Blues are vendor trash.
If blue items are going to compete with legendaries, their affixes need to be five to six times stronger-because they only roll two modifiers. A +3 or +4 skill roll on amulets would instantly shake up the meta and create high-value loot hunts again.
Developers said this won't arrive in Season 11-but Season 12 is the earliest window.
This could be the biggest itemization shake-up since release if executed well.
Tower Rewards, Difficulty, and Realistic Push Targets
The team also clarified new information about the Towers, Diablo 4's new Season 11 endgame activity.
Key details:
Rewards every 10 floors up to 150
Boss HP is being lowered after community backlash
The top end (floors 120-150) is not realistically achievable for most players
Realistically
If you push Pit 130 → expect ~Tower 120
Tower 150 is not meant for anyone right now
The scaling was wildly overtuned in early testingThe update helps, but the Tower is still the "hard push content" half of the game. The Pit, meanwhile, is expected to get its ownmajor rework in Season 12.
Tower Leaderboards Reset Every 1-2 Weeks (Cosmetic Rewards Only)
The seasonal leaderboard cycle is the clearest reward structure Diablo 4 has ever implemented:
The Tower leaderboard resets every 1-2 weeks
Top players earn "Halo" cosmetics
Cosmetics are per character, not account-wide
If you delete your seasonal character, the Halo is gone
This is… awkward.
If Diablo 4 refuses to add Rebirth (which would let players convert seasonal characters into eternal realm characters), then cosmetic rewards that disappear forever feel awful.
Players want permanent trophies, not temporary participation ribbons.
Rebirth would solve all of this-especially if Diablo wants players to chase new cosmetics every season.
Waypoints Will Be Automatically Unlocked (Finally!)
A pure quality-of-life win: waypoints will be unlocked automatically in new seasons. Strongholds remain ambiguous, but this is a great first step toward reducing early-season tedium.
Diablo 4's New Direction: Depth Over Content Bloat
Developers said something important:
"Our goal is to add depth to existing content rather than overload the game with many activities."
This is both good and concerning.
Good because:
Many current systems are shallow and need deeper progression
The Pit, Nightmare Dungeons, and Helltides need meaningful complexity
Concerning because:
Players still crave new content
Diablo 4 lacks the variety of POE-style mechanics
Every season risks feeling like "one mechanic + recycled systems"
Season 12 is rumored to include a Pit rework, possibly adding wild variants like:
Goblin-only pits
Cow level pits
Chaos pits with randomized modifiers
If done well, this is exactly the kind of "fun chaos" the game needs.
The Biggest Bombshell: Diablo 4 PvP Might Finally Be Coming
For many players, the biggest headline from the interview was the developer saying:
"Anything is possible as far as PvP is concerned. The team is open to being more experimental."
This is the first time since launch that Blizzard has given actual hope for structured PvP.
Potential modes the community is begging for:
Ranked 1v1 duels
2v2 arenas
Clan vs. clan battles
PvP ladders with cosmetic or unique rewards
Seasonal PvP titles or Hall of Fame entries
And the dream scenario:
Top PvP players getting to design a seasonal unique item.
This would instantly give Diablo 4 infinite replayability for PvP fans-something the game has desperately needed. The current Fields of Hatred sandbox is not enough. Structured PvP could transform Diablo 4 from a "90-hour-per-season" game into a permanent ARPG home.
The team is finally open to it. And that's massive.
Final Thoughts: Season 11 Looks Mid… But the Future Might Finally Be Bright
Let's be honest: Season 11 on its own is not looking amazing.
Chaos armor and Chaos powers from Season 10 are gone
Power is nerfed across the board
Vault Orbs are interesting, but not meta-defining
Only the Tower stands out as major new content
But the future-especially Season 12 and beyond-is suddenly promising:
Masterworking may finally matter
Sanctuary could get meaningful itemization depth
Blue items may become BIS
Pit reworks are coming
The Tower is evolving
And most importantly… PvP might actually happen
For many longtime fans, PvP is the missing pillar of Diablo 4. And now that Blizzard is saying "anything is possible," players finally have something to look forward to beyond seasonal resets.
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